#version 330 layout(location=0) in vec3 Position; layout(location=1) in vec3 Normal; layout(location=2) in vec2 TexCoord; uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform mat3 NormalMatrix; uniform vec3 PositionOffset = vec3(5.0,2.0,5.0); uniform vec3 Scale = vec3(1.0,1.0,1.0); uniform float TessLevelInner = 1.0; // controlled by keyboard buttons uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons out vec3 vPosition; out vec3 vNormal; void main () { vPosition = Position; //gl_Position = vec4(Position,1); // component-wise gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + (Scale * Position), 1); vNormal = Normal; }